u/Woum

3,133 post karma · 4,636 comment karma · joined Sep 2017

  1. 1points

    How do you balance character identity with build variety in roguelikes? (Looking for examples) (self.gamedev) [Discussion]

    26 comments

  2. 39points

    Happy story working with a publisher (yes it happens!) (old.reddit.com) [Postmortem]

    18 comments · source

Woum

Lmao what, top 30 sells on Steam, top streams and all, you did it haha

Congrats it worked for you

Woum

Yeah, it feels dangerous to use that name, but the riskier thing I guess is a letter asking to change the name and you obey

Woum

Thanks for taking the time to write all of that, it was interesting to read!

Woum

I wonder how you avoid making it feel too forced as a gamer and kinda "found" if you design them specifically?

Woum

Tho my experience with Monster Train was basically to find the best duo iirc

It's been a while, so I'm not sure how the game handles that, but that's how I remember it

Woum

How do you manage the RNG with that?

You can't choose what upgrade you'll have I suppose? So how early on do you prepare for that upgrade that, I guess, changes how useful some of the stuff you bought early on?

Woum

Yeah my first list was like "freeze character" than "poison character" then "fire character".

A really bad idea in the end if the difference is jsute that haha

Woum

Yeah that's exactly the problem, you don't build exactly at the same place, but with the exact same idea to do the exact same thing (but the core loop is still fun, so that's something haha)

Woum

Funny enough, I changed some towers between the characters, but it really wasn't enough, the towers being kinda the samey, you just use them in a similar way (not exactly the same way, but the identity was not strong enough)

Woum

Funny enough, I like that when I play a rogue, but actually creating the condition to make that happen in a meaningful way is weirder that I thought!

Woum

I like the "rule bending" idea a lot

Woum

Ah, I didn't play Wildfrost yet!

And now that you say that, in my game status effects may be underused, yeah, thanks

Woum

There's a limit in years and I take by everything if I want or we can continue if they're still helping with sales

Basically they may help me sell my game even years after the game is out depending of what they do

Woum

I had a playtest + announcement of the page

Woum

Having a good publisher helps yeah, just, there's tons of not so good ones :(

Woum

Thanks!

Woum
Woum

I was the lucky one who got contacted by them!

So I can't help you on that side, I didn't even have a pitch deck, I just had my game and they tryed it, liked it, we discussed and then signed

Woum

I won't disclose the real deal, but they take a huge amount before the recoup and way less after

Woum

Hi!

Thanks a lot for the message! I don't have much to say, but it really fills my heart each time I read a comment like this

Woum

Hello! I'm the dev of DreadHaven! Thanks for suggesting my game!

For anyone interested in learning more about what's behind DreadHaven:

  • The project started as "They Are Billions but turn-based", because I'm a heavy pause abuser when playing that game haha.
  • I also wanted to make it simpler, so I dropped units and tried to keep the number of resources to a minimum.
  • It was heavily inspired by games like Nordhold and Against the Storm (as well as a lot of tower defense games I've played).
  • I've been working on it for a year now, and the demo has been out for a month. The reception has been really good so far!

I'm so happy with how many people took the time to give me feedback over the past month. It helped me fix a lot of QoL issues and get the game ready for Next Fest!

Woum

About the free licenses: there are bots that automatically adds games to your account, iirc, you can use steamdb to add everything free to your account?

I never used any of these services

Woum

I guess we all lurk around the same places haha